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Poison-Blade Mentor
  ( 2)
Creature — Human Assassin
(2/1)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever this creature attacks, another target Assassin you control gains deathtouch until end of turn.
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Poison-Tip Archer
   ( 4)
Creature — Elf Archer
(2/3)
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another creature dies, each opponent loses 1 life.
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Pol Jamaar, Illusionist
   ( 6)
Legendary Creature — Human Illusion Wizard
(4/5)
Flying When Pol Jamaar enters, choose a creature type. Draw a card for each creature you control of that type.
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Polis Crusher
   ( 4)
Creature — Cyclops
(4/4)
Trample, protection from enchantments   : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Whenever this creature deals combat damage to a player, if this creature is monstrous, destroy target enchantment that player controls.
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Polluted Cistern // Dim Oubliette (Polluted Cistern)
  ( 2)
Enchantment — Room
Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Polymorphist's Jest
   ( 3)
Instant
Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1.
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Popular Egotist
  ( 3)
Creature — Human Rogue
(3/2)
 , Sacrifice another creature or enchantment: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.)
Whenever you sacrifice a permanent, target opponent loses 1 life and you gain 1 life.
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Portcullis
 ( 4)
Artifact
Whenever a creature enters, if there are two or more other creatures on the battlefield, exile that creature. Return that card to the battlefield under its owner's control when this artifact leaves the battlefield.
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Portcullis Vine
 ( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) , , Sacrifice a creature with defender: Draw a card.
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Poultrygeist
  ( 3)
Creature — Bird Spirit
(1/1)
Flying Whenever a creature dies, you may roll a six-sided die. If you roll a 1, sacrifice this creature. Otherwise, put a +1/+1 counter on this creature.
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Power Fist
  ( 2)
Artifact — Equipment
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip 
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Preacher of the Schism
  ( 3)
Creature — Vampire Cleric
(2/4)
Deathtouch Whenever this creature attacks the player with the most life or tied for most life, create a 1/1 white Vampire creature token with lifelink. Whenever this creature attacks while you have the most life or are tied for most life, you draw a card and you lose 1 life.
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Precise Strike
 ( 1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn.
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Precision Bolt
  ( 3)
Sorcery
Precision Bolt deals 3 damage to any target.
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Preston, the Vanisher
  ( 4)
Legendary Creature — Rabbit Wizard
(2/5)
Whenever another nontoken creature you control enters, if it wasn't cast, create a token that's a copy of that creature, except it's a 0/1 white Illusion.  , Sacrifice five Illusions: Exile target nonland permanent.
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Primal Visitation
   ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has haste.
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Primal Whisperer
  ( 5)
Creature — Elf Soldier
(2/2)
This creature gets +2/+2 for each face-down creature on the battlefield. Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Primaris Chaplain
   ( 4)
Creature — Astartes Cleric
(3/3)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Rosarius — Whenever this creature attacks, it gains indestructible until end of turn.
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Primaris Eliminator
  ( 5)
Creature — Astartes Warrior
(3/2)
When this creature enters, choose one — • Executioner Round — Destroy target creature. • Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
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Primordial Mist
  ( 5)
Enchantment
At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.)
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Prism Ring
 ( 1)
Artifact
As this artifact enters, choose a color. Whenever you cast a spell of the chosen color, you gain 1 life.
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Prismari Apprentice
  ( 2)
Creature — Human Shaman
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature can't be blocked this turn. If that spell has mana value 5 or greater, put a +1/+1 counter on this creature.
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Prismari Command
   ( 3)
Instant
Choose two — • Prismari Command deals 2 damage to any target. • Target player draws two cards, then discards two cards. • Target player creates a Treasure token. • Destroy target artifact.
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Prismari Pledgemage
  ( 2)
Creature — Orc Wizard
(3/3)
Defender Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature can attack this turn as though it didn't have defender.
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Prismatic Boon
   ( 2)
Instant
Choose a color. X target creatures gain protection from the chosen color until end of turn.
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Prismatic Circle
  ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) As this enchantment enters, choose a color. : The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
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Prismatic Ending
  ( 1)
Sorcery
Converge — Exile target nonland permanent if its mana value is less than or equal to the number of colors of mana spent to cast this spell.
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Prismatic Geoscope
 ( 5)
Artifact
This artifact enters tapped. Domain — : Add X mana in any combination of colors, where X is the number of basic land types among lands you control.
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Prismatic Lace
 ( 1)
Instant
Target permanent becomes the color or colors of your choice. <I>(This effect lasts indefinitely.)</I>
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Prismatic Omen
  ( 2)
Enchantment
Lands you control are every basic land type in addition to their other types.
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Prismatic Strands
  ( 3)
Instant
Prevent all damage that sources of the color of your choice would deal this turn. Flashback—Tap an untapped white creature you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Prismatic Vista
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
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Prismatic Ward
  ( 2)
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
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Prismatic Wardrobe
 ( 1)
Sorcery
Destroy target nonartifact, nonland permanent that doesn't share a color with clothing worn by its controller.
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Prismite
 ( 2)
Artifact Creature — Golem
(2/1)
: Add one mana of any color.
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Prismwake Merrow
  ( 3)
Creature — Merfolk Wizard
(2/1)
Flash When this creature enters, target permanent becomes the color or colors of your choice until end of turn.
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Prison Barricade
  ( 2)
Creature — Wall
(1/3)
Defender (This creature can't attack.) Kicker  (You may pay an additional  as you cast this spell.) If this creature was kicked, it enters with a +1/+1 counter on it and with "This creature can attack as though it didn't have defender."
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Prison Realm
  ( 3)
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield. When this enchantment enters, scry 1.
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Prison Sentence
  ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, scry 2. Enchanted creature can't attack or block, and its activated abilities can't be activated.
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Prison Term
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Whenever a creature an opponent controls enters, you may attach this Aura to that creature.
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Prisoner's Dilemma
   ( 5)
Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback   
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Pristine Angel
   ( 6)
Creature — Angel
(4/4)
Flying As long as this creature is untapped, it has protection from artifacts and from each color. Whenever you cast a spell, you may untap this creature.
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Pristine Skywise
   ( 6)
Creature — Dragon
(6/4)
Flying Whenever you cast a noncreature spell, untap this creature. It gains protection from the color of your choice until end of turn.
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Promise of Aclazotz
  ( 2)
Enchantment
At the beginning of your end step, you may sacrifice a non-Demon creature. If you do, populate. (Create a token that's a copy of a creature token you control.)
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Promise of Bunrei
  ( 3)
Enchantment
When a creature you control dies, sacrifice this enchantment. If you do, create four 1/1 colorless Spirit creature tokens.
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Promise of Loyalty
  ( 5)
Sorcery
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
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Promise of Power
    ( 5)
Sorcery
Choose one — • You draw five cards and you lose 5 life. • Create an X/X black Demon creature token with flying, where X is the number of cards in your hand. Entwine (Choose both if you pay the entwine cost.)
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Promise of Tomorrow
  ( 3)
Enchantment
Whenever a creature you control dies, exile it. At the beginning of each end step, if you control no creatures, sacrifice this enchantment and return all cards exiled with it to the battlefield under your control.
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Promised Kannushi
 ( 1)
Creature — Human Druid
(1/1)
Soulshift 7 (When this creature dies, you may return target Spirit card with mana value 7 or less from your graveyard to your hand.)
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Promising Duskmage
  ( 3)
Creature — Human Warlock
(2/3)
When this creature dies, if it had a +1/+1 counter on it, draw a card.
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Central Elevator // Promising Stairs (Promising Stairs)
  ( 3)
Enchantment — Room
At the beginning of your upkeep, surveil 1. You win the game if there are eight or more different names among unlocked doors of Rooms you control. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Prophet of Distortion
 ( 1)
Creature — Eldrazi Drone
(1/2)
Devoid (This card has no color.)  : Draw a card. ( represents colorless mana.)
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Prophetic Prism
 ( 2)
Artifact
When this artifact enters, draw a card. , : Add one mana of any color.
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Provisions Merchant
   ( 4)
Creature — Beast Peasant
(3/3)
When this creature enters, create a Food token. (It's an artifact with " , , Sacrifice this token: You gain 3 life.") Whenever this creature attacks, you may sacrifice a Food. If you do, attacking creatures get +1/+1 and gain trample until end of turn.
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Prowcatcher Specialist
  ( 2)
Creature — Goblin Warrior
(2/1)
Haste Exhaust —  : Put two +1/+1 counters on this creature. (Activate each exhaust ability only once.)
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Prowl, Stoic Strategist
  ( 4)
Legendary Artifact Creature — Robot
(3/3)
More Than Meets the Eye  (You may cast this card converted for  .) Whenever Prowl attacks, exile up to one other target tapped creature or Vehicle. For as long as that card remains exiled, its owner may play it. Whenever a player plays a card exiled with Prowl, you draw a card and convert Prowl.
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Prowling Geistcatcher
  ( 4)
Creature — Human Rogue
(2/4)
Whenever you sacrifice another creature, exile it. If that creature was a token, put a +1/+1 counter on this creature. When this creature leaves the battlefield, return each card exiled with it to the battlefield under your control.
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Psychosis Crawler
 ( 5)
Artifact Creature — Phyrexian Horror
(*/*)
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.
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Psychotic Episode
   ( 3)
Sorcery
Target player reveals their hand and the top card of their library. You choose a card revealed this way. That player puts the chosen card on the bottom of their library. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Puca's Mischief
  ( 4)
Enchantment
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with equal or lesser mana value.
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Pugnacious Pugilist
   ( 5)
Creature — Ogre Warrior
(4/4)
Whenever this creature attacks, create a tapped and attacking 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target." Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Punish Ignorance
    ( 4)
Instant
Counter target spell. Its controller loses 3 life and you gain 3 life.
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Punish the Enemy
  ( 5)
Instant
Punish the Enemy deals 3 damage to target player or planeswalker and 3 damage to target creature.
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Punishing Fire
  ( 2)
Instant
Punishing Fire deals 2 damage to any target. Whenever an opponent gains life, you may pay . If you do, return this card from your graveyard to your hand.
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Puppet Raiser
  ( 4)
Creature — — Zombie Wizard
(3/3)
At the beginning of your end step, exile up to one target creature card from your graveyard. If you do, seek a creature card with mana value equal to the mana value of that card plus one. That card perpetually gains menace.
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Purphoros's Emissary
  ( 4)
Enchantment Creature — Ox
(3/3)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.) Menace (This creature can't be blocked except by two or more creatures.) Enchanted creature gets +3/+3 and has menace.
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Pyre-Sledge Arsonist
  ( 3)
Creature — Lizard Shaman
(2/2)
, : This creature deals X damage to any target, where X is the number of permanents you've sacrificed this turn.
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Pyrokinesis
   ( 6)
Instant
You may exile a red card from your hand rather than pay this spell's mana cost. Pyrokinesis deals 4 damage divided as you choose among any number of target creatures.
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Pyxis of Pandemonium
 ( 1)
Artifact
: Each player exiles the top card of their library face down.
, , Sacrifice this artifact: Each player turns face up all cards they own exiled with this artifact, then puts all permanent cards among them onto the battlefield.
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Qal Sisma Behemoth
  ( 3)
Creature — Ogre Warrior
(5/5)
This creature can't attack or block unless you pay .
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Qarsi Sadist
  ( 2)
Creature — Human Cleric
(1/3)
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, target opponent loses 2 life and you gain 2 life.
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Quantum Misalignment
  ( 5)
Sorcery
Create a token that's a copy of target creature you control, except it isn't legendary. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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Queen's Commission
  ( 3)
Sorcery
Create two 1/1 white Vampire creature tokens with lifelink.
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Quest for the Necropolis
 ( 1)
Enchantment
Landfall — Whenever a land you control enters, put a quest counter on this enchantment.  , Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
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Questionable Cuisine
  ( 4)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Create a Food token for each trash can you can see from your seat. (It's an artifact with " , , Sacrifice this token: You gain 3 life.")
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Quicksilver Fisher
   ( 5)
Creature — Phyrexian Drake
(4/3)
Flying When this creature enters, draw a card, then discard a card.
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Quiet Disrepair
  ( 2)
Enchantment — Aura
Enchant artifact or enchantment At the beginning of your upkeep, choose one — • Destroy enchanted permanent. • You gain 2 life.
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Quintorius, Field Historian
   ( 5)
Legendary Creature — Elephant Cleric
(2/4)
Spirits you control get +1/+0. Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
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Raging Regisaur
   ( 4)
Creature — Dinosaur
(4/4)
Whenever this creature attacks, it deals 1 damage to any target.
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Raise Dead
 ( 1)
Sorcery
Return target creature card from your graveyard to your hand.
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Raise the Draugr
  ( 2)
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
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Raise the Palisade
  ( 5)
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
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Raise the Past
   ( 4)
Sorcery
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
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Raised by Giants
  ( 6)
Legendary Enchantment — Background
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
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Raised by Wolves
   ( 5)
Enchantment — Aura
Enchant creature When this Aura enters, create two 2/2 green Wolf creature tokens. Enchanted creature gets +1/+1 for each Wolf you control.
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Rakish Crew
  ( 3)
Enchantment
When this enchantment enters, create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
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Rakish Heir
  ( 3)
Creature — Vampire
(2/2)
Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it.
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